Is there some way for a PC to gain three different natural attacks?


Advice


as the tittle say.

The Exchange

Play a half orc barbarian and take either the feat or alternate racial trait that gives them a bite attack, then take the rage power beast totem, lesser which gives 2 claw attacks. Would only have all three while raging though.


You probably need to provide more information.
But yes there are ways to get multiple natural attacks. Soem races (catfolk, tengu, changeling) have access to claws, and possibly bite. Orcs have a alt trait for a bite attack.
Then there are classes, those with wildshape like druids, gain natural attacks. Barbarians have a couple totem rage powers that give them natural attacks. Also, alchemists (archtype?) with feral mutagen gain natural attacks (bite and claws). Alchemists also have some other powers that can give natural attacks.
The last option I can think of off the top of my head, is spells such as beast shape 1-IV and dragon shape etc., there is one for most creature types.
So there are lots of ways to gain natural attacks. What did you have in mind?


Play a Totem Warrior Barbarian? While raging, you can have Claws from Lesser Beast Totem, a horn attack from Lesser Fiend Totem, and a bite from Animal Fury (or by being a Toothy half-ord).

Or play a Druid, and get lots of natural attacks from Wild Shape.

Or play a Summoner, and get all the natural attacks (ALL OF THEM) by proxy from your eidolon.


Take 2 levels of Ranger and choose the Natural Weapon Combat Style.

It gives you access to the APG Feat: Aspect of the Beast.

You can then choose the Claws of the Beast option to gain 2 claw attacks.

Cheers!

The Exchange

Arbane the Terrible wrote:

Play a Totem Warrior Barbarian? While raging, you can have Claws from Lesser Beast Totem, a horn attack from Lesser Fiend Totem, and a bite from Animal Fury (or by being a Toothy half-ord).

Or play a Druid, and get lots of natural attacks from Wild Shape.

Or play a Summoner, and get all the natural attacks (ALL OF THEM) by proxy from your eidolon.

By the way, you can only take one totem tree as a barbarian, so either Beast or Fiend but not both.


I want to take the feat

Multiattack (Monster)

This creature is particularly skilled at making attacks with its natural weapons.

Prerequisite: Three or more natural attacks.

Benefit: The creature's secondary attacks with natural weapons take only a –2 penalty.

I know ranger can get it at level 10 but that is too late. And i do not kno if jsut a bite and the claws qualify for that.


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There are actually quite a few ways. :)

There are several races that get multiple options, including IIRC Ratfolk, Catfolk, Tengu, Kobolds and a few others.

There are a few items that grant natural attacks including (again IIRC) a ring that grants a bite, a helm that grants a gore, and a cloak that gives something or other, probably a few others too.

BTW, the Alchemist thing is just a Discovery, you don't need a certain archetype or anything :)

And I think there are a few other things I am forgetting too... but yeah quite a few of these can be combined too..
For example, I have a Ratfolk Alchemist with the helm who has 5 natural attacks (Bite/claw/claw from Alch, Gore from item, Tail Blade racial item)

Hope this helps!


Nicos wrote:

I want to take the feat

Multiattack (Monster)

This creature is particularly skilled at making attacks with its natural weapons.

Prerequisite: Three or more natural attacks.

Benefit: The creature's secondary attacks with natural weapons take only a –2 penalty.

I know ranger can get it at level 10 but that is too late. And i do not kno if jsut a bite and the claws qualify for that.

Yeah a bite and two claw attacks would be enough (assuming your GM is cool with you taking a Monster feat in the first place of course :P)

However, you have to remember that to get a feat with that kind of prerequisite it needs to be permanent (i.e. if you were a Barbarian with ones that only work when raging you wouldn't qualify... however, most natural attacks aren't temporary)


Codanous wrote:
Arbane the Terrible wrote:

Play a Totem Warrior Barbarian? While raging, you can have Claws from Lesser Beast Totem, a horn attack from Lesser Fiend Totem, and a bite from Animal Fury (or by being a Toothy half-ord).

Or play a Druid, and get lots of natural attacks from Wild Shape.

Or play a Summoner, and get all the natural attacks (ALL OF THEM) by proxy from your eidolon.

By the way, you can only take one totem tree as a barbarian, so either Beast or Fiend but not both.

Totem Warrior Archetype. It's badly worded, but it's supposed to allow multiple totems. Lots of discussion about that happened when it was first introduced. There hasn't been any official change yet, but the RAI is pretty clear and houserules are strongly encouraged.


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Doomed Hero wrote:
Codanous wrote:
Arbane the Terrible wrote:

Play a Totem Warrior Barbarian? While raging, you can have Claws from Lesser Beast Totem, a horn attack from Lesser Fiend Totem, and a bite from Animal Fury (or by being a Toothy half-ord).

Or play a Druid, and get lots of natural attacks from Wild Shape.

Or play a Summoner, and get all the natural attacks (ALL OF THEM) by proxy from your eidolon.

By the way, you can only take one totem tree as a barbarian, so either Beast or Fiend but not both.
Totem Warrior Archetype. It's badly worded, but it's supposed to allow multiple totems. Lots of discussion about that happened when it was first introduced. There hasn't been any official change yet, but the RAI is pretty clear and houserules are strongly encouraged.

There was an official change. Totem archetye is basically nothing.


Interzone wrote:
Nicos wrote:

I want to take the feat

Multiattack (Monster)

This creature is particularly skilled at making attacks with its natural weapons.

Prerequisite: Three or more natural attacks.

Benefit: The creature's secondary attacks with natural weapons take only a –2 penalty.

I know ranger can get it at level 10 but that is too late. And i do not kno if jsut a bite and the claws qualify for that.

Yeah a bite and two claw attacks would be enough (assuming your GM is cool with you taking a Monster feat in the first place of course :P)

However, you have to remember that to get a feat with that kind of prerequisite it needs to be permanent (i.e. if you were a Barbarian with ones that only work when raging you wouldn't qualify... however, most natural attacks aren't temporary)

I was thinking about 2 level dip in ranger for the claws, and tiefling for the bite attack. Are there a way to squeeze anoter natural attack?


Nicos wrote:
Interzone wrote:
Nicos wrote:

I want to take the feat

Multiattack (Monster)

This creature is particularly skilled at making attacks with its natural weapons.

Prerequisite: Three or more natural attacks.

Benefit: The creature's secondary attacks with natural weapons take only a –2 penalty.

I know ranger can get it at level 10 but that is too late. And i do not kno if jsut a bite and the claws qualify for that.

Yeah a bite and two claw attacks would be enough (assuming your GM is cool with you taking a Monster feat in the first place of course :P)

However, you have to remember that to get a feat with that kind of prerequisite it needs to be permanent (i.e. if you were a Barbarian with ones that only work when raging you wouldn't qualify... however, most natural attacks aren't temporary)
I was thinking about 2 level dip in ranger for the claws, and tiefling for the bite attack. Are there a way to squeeze anoter natural attack?

If you aren't set on that build you could go a Tengu Barbarian... Tengu can get 2 claws a bite, Fiend Totem Barbarian will add Gore to the mix for 4 total.


Interzone wrote:
Nicos wrote:
Interzone wrote:
Nicos wrote:

I want to take the feat

Multiattack (Monster)

This creature is particularly skilled at making attacks with its natural weapons.

Prerequisite: Three or more natural attacks.

Benefit: The creature's secondary attacks with natural weapons take only a –2 penalty.

I know ranger can get it at level 10 but that is too late. And i do not kno if jsut a bite and the claws qualify for that.

Yeah a bite and two claw attacks would be enough (assuming your GM is cool with you taking a Monster feat in the first place of course :P)

However, you have to remember that to get a feat with that kind of prerequisite it needs to be permanent (i.e. if you were a Barbarian with ones that only work when raging you wouldn't qualify... however, most natural attacks aren't temporary)
I was thinking about 2 level dip in ranger for the claws, and tiefling for the bite attack. Are there a way to squeeze anoter natural attack?
If you aren't set on that build you could go a Tengu Barbarian... Tengu can get 2 claws a bite, Fiend Totem Barbarian will add Gore to the mix for 4 total.

that should work, thanks.


Play a Synthesist.


2 levels natural ranger/3 sor/3 dragon disciple 2 claws all the time with a boost and then at 8 an awesome bite attack. Add in a race with a tail attack-i think there's a tiefling variant that has it for even more


Ring of Rat Fangs gives a bite attack.

Get claws any number of ways (many listed above.)


Aasimar can get 2 wing attacks at level 11.

The Exchange

Why doesn't anyone suggest White haired witch archetype to get a hair attack :P


If you are a Kobold you can get a tail attack.


Quite a few magic items, although some are limited per day (Helm of the mammoth lord (gore), wyvern cloak (tail) and talons of leng (2 claws) aren't limited IIRC).


Just a Mort wrote:
Why doesn't anyone suggest White haired witch archetype to get a hair attack :P

Because people like hexes and white-haired witches don't get those?


Toothy half-orc Witch with the nails hex.


Tiefling, Claws (2) Wolf Scarred Oracle - Bite

All three are primary though, so you wouldn't get any use from Multiattack.

Scarab Sages

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Cloak of the Manta Ray costs 7200g and gives you a 1d6 sting using the highest melee attack bonus.

So, something like a Tengu Barbarian now has Claw/Claw/Bite/Gore/Sting?

Gentlemen, we can rebuild him. We have the technology. Better, stronger, faster.


If not specifically mentioned, all your natural attacks are primary attacks, all of them are made at your full attack bonus.

Taking 2 levels in Ranger and selecting the Natural Weapons combat style and taking Aspect of the Beast as your first combat style feat nets you 2 primary claw attacks. Playing a Half-Orc and selecting the Toothy alternative racial trait nets you a primary bite attack.

You could go further and multi-class into barbarian and going for the fiend totem: this nets you a gore attack which is also a primary attack.

All these attacks would be resolved using your full attack bonus. The Multiattack feat does not come into play here.

This would be doable at Characterlevel 4 (Ranger 2/Barb 2)

Ruyan.


Be a druid. Reach level 4 then Shapeshift into a Deinonychus. Pound your ennemies with 2 talons, 1 bite and 1 foreclaw every round while your Ape/Dire Tiger flanks.

Deinonychus on the pfsrd

Once you have access to Large size wild shape at lvl 6, convince your DM to let you play a Large Deinonychus, repeat at level 8 for a Huge one (you might want to bribe him for this one). Then enjoy as your DM weeps over his mistake.


Helm of the Mammoth Lord/Wyvern Cloak/Ring of Rat Fangs/Talons of Leng (or Demon Talons if your GM allows it)

The above mentioned items are your best bet. Currently (aside from being a synthesist) you can gain up to 11 natural attacks if you choose to be an Aasimar alchemist with the scion of humanity racial feature. In truth though, almost anyone can gain roughly 5 primary natural attacks (2 claws, 1 bite, 1 gore, and 1 sting).

That's really all you need to make a strong natural attacker.


I would like to second the statement that the options laid out thus far have all been primary attacks. Multiattack would not do anything for those.

If you were to, say, make a Tengu Alchemist, grab tentacle, 2x extra arms, take a 2 level dip into Ranger for Aspect of the Beast, etc., only one of those listed above would be affected by multi-attack: the tentacle. That's still 5 natural weapons by level 4 without it.

RPG Superstar 2015 Top 8

Barbarian 2/Sorcerer (Draconic 3)/Dragon Disciple 2 -- Barbarian with Lesser Fiend Totem as a rage power. That gives you gore, claw, and bite, albeit in limited times per day. Take awhile to build up to, too, but might be rather fun.


1st level dip in Sorcerer: Draconic bloodline gives 2 claw attacks. Whilst you'll be loosing BAB, take a utility spell or two for fun. The identifying Barbarian will get some funny looks from the group, the Jump spell combined with your high movement will get some decent jumps to. Shield spell - will give you a decent AC bonus to.


Many bloodlines have claw attacks, but isn't it only for 3+CHA times a day? Not very good for primary weaponry. This is a person that found using them for 4+CON+2/per level was not enough. Plus, most classes tend not to have good CHA unless they use it for casting or as an intimidation build, so he might end up getting more rounds taking barbarian for the +2 rage rounds. Extended rage might be good too.

If you do go the sorcerer route, Dragon disciple does give you a bite to go with the claws though, if you somehow decide to take a bit of time to learn magic. Really, it is only, what? A level of sorcerer and spending 5 ranks on knowldge arcana? Not too bad. It does have the advantage of bonuses to stats too. The 2 +2 STR about makes up for it being a 3/4 bab class. Especially since those bonuses are fairly front loaded. It comes out ahead if you stop by level 4 at least. Bonuses to natural armor too.


Question:
If the multiattack feat allows you to change the minus for your secondary natural attacks fron -5 to -2, would your primary natural attacks(which become secondary when combined with weapon attacks) be affected?
Always remembering you can only use each limb once per round, unless you are a flurrying monk.


Well, the typical idea is that you are better at multitasking with your varied body parts than a standard character. Getting a bite in when you are using a sword is about as hard as if you wanted to swing around and whip a tail at them. So, since the rules state that they "treat all of their available natural attacks as secondary attacks during that attack", and they are as awkward as secondary attacks, I see no problem.

Plus, the idea for most natural attack builds that eventually take in manufactured weapons would be that they use a long sword or something else 1 handed, to allow them to utilize their other claw freely. This could easily take a three attack build up to 5 or 6 attacks with a single feat, so it is comparable to a normal TWF build. It usually takes until at least 3 iteratives before you would really see a difference though.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Toothy half-orc summoner 10; starts with bite
1st- Skill Focus (Knowledge (Planes) or Perception)
3rd- Eldritch Heritage (Abyssal or Draconic; gain claws 3 + Cha mod rounds/day)
(5th- Power Attack
7th- Furious Focus
9th- Improved Initiative)
10th- Aspect class feature (choose Tail (1-point) and Sting (1-point) evolutions)
Four possible primary natural attacks (bite/claw/claw/sting) at level 10; or falchion iteratives plus bite/sting unlimited.

Abyssal may be the better choice, since Improved Eldritch Heritage (Abyssal) at 11th level lets you take Strength of the Abyss (+2 inherent bonus to Str, improving to +4 at 15th level and +6 at 19th level).


If I were to make a monster natural attack beastie character, I think I would roll something like this:

Half-elf Summoner (Synthasist) (half elf) 10

Abilities: Str: 7 (31) 
Dex: 7 (20) 
Con: 14 (20) 
Int: 14 
Wis: 14 
Cha: 21 (23) base (modified by Eidolon and/or gear)

Gear:
Amulet of Mighty Fist +1, +2 Headband (Cha), +2 Belt of physical perfection, Rod of lesser extend (For Evolution Surges, Mage Armor) Cracked ioun stones (+1 Init, +1 saves), +2 Vest of Resistance, 1 Rod of lesser widen (For Black Tentacles), 


Feats:
Combat Expertise,
Improved Trip,
Greater Improved Trip,
Combat Reflexes,
Power Attack 


Evolutions:
Large,
Bite (improved),
Claws,
Electric Attack,
Trip (Bite),
Wings,
Improved Natural Armor (3) (Levels 1, 5, 10)

AC: (extended Mage armor assumed): 10 + 4 (Mage armor) +2 (Eidilon Shiled) + 18 (natural) + 5 (dex) = 39 


HP: (8+ 45 + 27) = 80 without Eidilon. (assuming average HP/level)

With Eidilon, the summoner’s con goes up by 4 die to Con Increase granting 20 extra hp.

Also gets the Eidilon's hps as temp 8 * 5.5 + 5 * 5.5 = 71 temp

80+20+71 =171 hp with Eidilon
Saves:
Fort 3 + 5 Con +1 Ioun Stone +2 Vest + 2 Eidolon = 13
Ref 3 + 5 Dex +1 Ioun Stone +2 Vest + 2 Eidolon =13
Will 7 + 2 Wis + 1 Ioun Stone +2 Vest + 2 Eidolon = 14

To Hit: +8 BAB + 10 Str + 1 magic -1 size = +18 (All five base attacks are primary, no minuses, no iterative attacks.)

Damage:

Bite (Improved): 3d6 + 16 + trip (CMB: +23, 8 BAB, 4 Feats, 10 Str, 1 Size) 15' Reach
Claws (x4): 1d8 + 1d6 +10 

Can be -2 / +4 on all attacks, if desired.

Spells by level:
1) Mage Armor, Grease, Enlarge Person, Pick 1 [7/day]
2) Lesser Surge, Summon Eidilon, Slow, Haste, Pick 1 
[6/day]
3) Black tentacles, Evolution Surge, , Dimension Door, Pick 1 
[4/day]
4) Greater Evolution Surge, Pick 1 [2/day]

Average AC for CR 10 Monster is 24. Without Haste, Enlarge Person, or any other buffs, you have hit on a 6+, for a 25% miss chance.

Including miss chance, but disregarding Critical Hits, AoOs, +4 to hit Prone targets caused by Trip, and Power Attack:

Minimum damage = 19+12(4) = 67(0.75) = ~50 DPR
Average Damage = 26+17(4) = 94(0.75) = ~70 DPR
Maximum Damage = 34+24(4) = 130(0.75) =~97 DPR

Note: If you get your Trip, and they are Prone, you only have a 5% miss chance (without Power Attack), and your damage increases substantially.

I think this is about the best outlay for damage via natural attacks and defense.

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